Welcome to mirror list, hosted at ThFree Co, Russian Federation.

fbx_utils.py « io_scene_fbx - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 641bf0b7f9ed8167e1cd1374fb0a0373f381b298 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

# Script copyright (C) Campbell Barton, Bastien Montagne


import math

from collections import namedtuple, OrderedDict
from collections.abc import Iterable
from itertools import zip_longest, chain

import bpy
import bpy_extras
from bpy.types import Object, Bone, PoseBone, DupliObject
from mathutils import Matrix

from . import encode_bin, data_types


# "Constants"
FBX_VERSION = 7400
FBX_HEADER_VERSION = 1003
FBX_SCENEINFO_VERSION = 100
FBX_TEMPLATES_VERSION = 100

FBX_MODELS_VERSION = 232

FBX_GEOMETRY_VERSION = 124
# Revert back normals to 101 (simple 3D values) for now, 102 (4D + weights) seems not well supported by most apps
# currently, apart from some AD products.
FBX_GEOMETRY_NORMAL_VERSION = 101
FBX_GEOMETRY_BINORMAL_VERSION = 101
FBX_GEOMETRY_TANGENT_VERSION = 101
FBX_GEOMETRY_SMOOTHING_VERSION = 102
FBX_GEOMETRY_VCOLOR_VERSION = 101
FBX_GEOMETRY_UV_VERSION = 101
FBX_GEOMETRY_MATERIAL_VERSION = 101
FBX_GEOMETRY_LAYER_VERSION = 100
FBX_POSE_BIND_VERSION = 100
FBX_DEFORMER_SKIN_VERSION = 101
FBX_DEFORMER_CLUSTER_VERSION = 100
FBX_MATERIAL_VERSION = 102
FBX_TEXTURE_VERSION = 202
FBX_ANIM_KEY_VERSION = 4008

FBX_NAME_CLASS_SEP = b"\x00\x01"

FBX_KTIME = 46186158000  # This is the number of "ktimes" in one second (yep, precision over the nanosecond...)


MAT_CONVERT_LAMP = Matrix.Rotation(math.pi / 2.0, 4, 'X')  # Blender is -Z, FBX is -Y.
MAT_CONVERT_CAMERA = Matrix.Rotation(math.pi / 2.0, 4, 'Y')  # Blender is -Z, FBX is +X.
#MAT_CONVERT_BONE = Matrix.Rotation(math.pi / -2.0, 4, 'X')  # Blender is +Y, FBX is +Z.
MAT_CONVERT_BONE = Matrix()


BLENDER_OTHER_OBJECT_TYPES = {'CURVE', 'SURFACE', 'FONT', 'META'}
BLENDER_OBJECT_TYPES_MESHLIKE = {'MESH'} | BLENDER_OTHER_OBJECT_TYPES


# Lamps.
FBX_LIGHT_TYPES = {
    'POINT': 0,  # Point.
    'SUN': 1,    # Directional.
    'SPOT': 2,   # Spot.
    'HEMI': 1,   # Directional.
    'AREA': 3,   # Area.
}
FBX_LIGHT_DECAY_TYPES = {
    'CONSTANT': 0,                   # None.
    'INVERSE_LINEAR': 1,             # Linear.
    'INVERSE_SQUARE': 2,             # Quadratic.
    'CUSTOM_CURVE': 2,               # Quadratic.
    'LINEAR_QUADRATIC_WEIGHTED': 2,  # Quadratic.
}


RIGHT_HAND_AXES = {
    # Up, Front -> FBX values (tuples of (axis, sign), Up, Front, Coord).
    # Note: Since we always stay in right-handed system, third coord sign is always positive!
    ('X',  'Y'):  ((0, 1),  (1, -1),  (2, 1)),
    ('X',  '-Y'): ((0, 1),  (1, 1), (2, 1)),
    ('X',  'Z'):  ((0, 1),  (2, -1),  (1, 1)),
    ('X',  '-Z'): ((0, 1),  (2, 1), (1, 1)),
    ('-X', 'Y'):  ((0, -1), (1, -1),  (2, 1)),
    ('-X', '-Y'): ((0, -1), (1, 1), (2, 1)),
    ('-X', 'Z'):  ((0, -1), (2, -1),  (1, 1)),
    ('-X', '-Z'): ((0, -1), (2, 1), (1, 1)),
    ('Y',  'X'):  ((1, 1),  (0, -1),  (2, 1)),
    ('Y',  '-X'): ((1, 1),  (0, 1), (2, 1)),
    ('Y',  'Z'):  ((1, 1),  (2, -1),  (0, 1)),
    ('Y',  '-Z'): ((1, 1),  (2, 1), (0, 1)),
    ('-Y', 'X'):  ((1, -1), (0, -1),  (2, 1)),
    ('-Y', '-X'): ((1, -1), (0, 1), (2, 1)),
    ('-Y', 'Z'):  ((1, -1), (2, -1),  (0, 1)),
    ('-Y', '-Z'): ((1, -1), (2, 1), (0, 1)),
    ('Z',  'X'):  ((2, 1),  (0, -1),  (1, 1)),
    ('Z',  '-X'): ((2, 1),  (0, 1), (1, 1)),
    ('Z',  'Y'):  ((2, 1),  (1, -1),  (0, 1)),  # Blender system!
    ('Z',  '-Y'): ((2, 1),  (1, 1), (0, 1)),
    ('-Z', 'X'):  ((2, -1), (0, -1),  (1, 1)),
    ('-Z', '-X'): ((2, -1), (0, 1), (1, 1)),
    ('-Z', 'Y'):  ((2, -1), (1, -1),  (0, 1)),
    ('-Z', '-Y'): ((2, -1), (1, 1), (0, 1)),
}


FBX_FRAMERATES = (
    (-1.0, 14),  # Custom framerate.
    (120.0, 1),
    (100.0, 2),
    (60.0, 3),
    (50.0, 4),
    (48.0, 5),
    (30.0, 6),  # BW NTSC.
    (30.0 / 1.001, 9),  # Color NTSC.
    (25.0, 10),
    (24.0, 11),
    (24.0 / 1.001, 13),
    (96.0, 15),
    (72.0, 16),
    (60.0 / 1.001, 17),
)


##### Misc utilities #####

# Note: this could be in a utility (math.units e.g.)...

UNITS = {
    "meter": 1.0,  # Ref unit!
    "kilometer": 0.001,
    "millimeter": 1000.0,
    "foot": 1.0 / 0.3048,
    "inch": 1.0 / 0.0254,
    "turn": 1.0,  # Ref unit!
    "degree": 360.0,
    "radian": math.pi * 2.0,
    "second": 1.0,  # Ref unit!
    "ktime": FBX_KTIME,
}


def units_convert(val, u_from, u_to):
    """Convert value."""
    conv = UNITS[u_to] / UNITS[u_from]
    return val * conv


def units_convert_iter(it, u_from, u_to):
    """Convert value."""
    conv = UNITS[u_to] / UNITS[u_from]
    return (v * conv for v in it)


def matrix_to_array(mat):
    """Concatenate matrix's columns into a single, flat tuple"""
    # blender matrix is row major, fbx is col major so transpose on write
    return tuple(f for v in mat.transposed() for f in v)


def similar_values(v1, v2, e=1e-6):
    """Return True if v1 and v2 are nearly the same."""
    if v1 == v2:
        return True
    return ((abs(v1 - v2) / max(abs(v1), abs(v2))) <= e)


##### UIDs code. #####

# ID class (mere int).
class UUID(int):
    pass


# UIDs storage.
_keys_to_uuids = {}
_uuids_to_keys = {}


def _key_to_uuid(uuids, key):
    # TODO: Check this is robust enough for our needs!
    # Note: We assume we have already checked the related key wasn't yet in _keys_to_uids!
    #       As int64 is signed in FBX, we keep uids below 2**63...
    if isinstance(key, int) and 0 <= key < 2**63:
        # We can use value directly as id!
        uuid = key
    else:
        uuid = hash(key)
        if uuid < 0:
            uuid = -uuid
        if uuid >= 2**63:
            uuid //= 2
    # Try to make our uid shorter!
    if uuid > int(1e9):
        t_uuid = uuid % int(1e9)
        if t_uuid not in uuids:
            uuid = t_uuid
    # Make sure our uuid *is* unique.
    if uuid in uuids:
        inc = 1 if uuid < 2**62 else -1
        while uuid in uuids:
            uuid += inc
            if 0 > uuid >= 2**63:
                # Note that this is more that unlikely, but does not harm anyway...
                raise ValueError("Unable to generate an UUID for key {}".format(key))
    return UUID(uuid)


def get_fbx_uuid_from_key(key):
    """
    Return an UUID for given key, which is assumed hasable.
    """
    uuid = _keys_to_uuids.get(key, None)
    if uuid is None:
        uuid = _key_to_uuid(_uuids_to_keys, key)
        _keys_to_uuids[key] = uuid
        _uuids_to_keys[uuid] = key
    return uuid


# XXX Not sure we'll actually need this one?
def get_key_from_fbx_uuid(uuid):
    """
    Return the key which generated this uid.
    """
    assert(uuid.__class__ == UUID)
    return _uuids_to_keys.get(uuid, None)


# Blender-specific key generators
def get_blenderID_key(bid):
    if isinstance(bid, Iterable):
        return "|".join("B" + e.rna_type.name + "#" + e.name for e in bid)
    else:
        return "B" + bid.rna_type.name + "#" + bid.name


def get_blenderID_name(bid):
    if isinstance(bid, Iterable):
        return "|".join(e.name for e in bid)
    else:
        return bid.name


def get_blender_empty_key(obj):
    """Return bone's keys (Model and NodeAttribute)."""
    return "|".join((get_blenderID_key(obj), "Empty"))


def get_blender_bone_key(armature, bone):
    """Return bone's keys (Model and NodeAttribute)."""
    return "|".join((get_blenderID_key((armature, bone)), "Data"))


def get_blender_armature_bindpose_key(armature, mesh):
    """Return armature's bindpose key."""
    return "|".join((get_blenderID_key(armature), get_blenderID_key(mesh), "BindPose"))


def get_blender_armature_skin_key(armature, mesh):
    """Return armature's skin key."""
    return "|".join((get_blenderID_key(armature), get_blenderID_key(mesh), "DeformerSkin"))


def get_blender_bone_cluster_key(armature, mesh, bone):
    """Return bone's cluster key."""
    return "|".join((get_blenderID_key(armature), get_blenderID_key(mesh),
                     get_blenderID_key(bone), "SubDeformerCluster"))


def get_blender_anim_id_base(scene, ref_id):
    if ref_id is not None:
        return get_blenderID_key(scene) + "|" + get_blenderID_key(ref_id)
    else:
        return get_blenderID_key(scene)


def get_blender_anim_stack_key(scene, ref_id):
    """Return single anim stack key."""
    return get_blender_anim_id_base(scene, ref_id) + "|AnimStack"


def get_blender_anim_layer_key(scene, ref_id):
    """Return ID's anim layer key."""
    return get_blender_anim_id_base(scene, ref_id) + "|AnimLayer"


def get_blender_anim_curve_node_key(scene, ref_id, obj_key, fbx_prop_name):
    """Return (stack/layer, ID, fbxprop) curve node key."""
    return "|".join((get_blender_anim_id_base(scene, ref_id), obj_key, fbx_prop_name, "AnimCurveNode"))


def get_blender_anim_curve_key(scene, ref_id, obj_key, fbx_prop_name, fbx_prop_item_name):
    """Return (stack/layer, ID, fbxprop, item) curve key."""
    return "|".join((get_blender_anim_id_base(scene, ref_id), obj_key, fbx_prop_name,
                     fbx_prop_item_name, "AnimCurve"))


##### Element generators. #####

# Note: elem may be None, in this case the element is not added to any parent.
def elem_empty(elem, name):
    sub_elem = encode_bin.FBXElem(name)
    if elem is not None:
        elem.elems.append(sub_elem)
    return sub_elem


def _elem_data_single(elem, name, value, func_name):
    sub_elem = elem_empty(elem, name)
    getattr(sub_elem, func_name)(value)
    return sub_elem


def _elem_data_vec(elem, name, value, func_name):
    sub_elem = elem_empty(elem, name)
    func = getattr(sub_elem, func_name)
    for v in value:
        func(v)
    return sub_elem


def elem_data_single_bool(elem, name, value):
    return _elem_data_single(elem, name, value, "add_bool")


def elem_data_single_int16(elem, name, value):
    return _elem_data_single(elem, name, value, "add_int16")


def elem_data_single_int32(elem, name, value):
    return _elem_data_single(elem, name, value, "add_int32")


def elem_data_single_int64(elem, name, value):
    return _elem_data_single(elem, name, value, "add_int64")


def elem_data_single_float32(elem, name, value):
    return _elem_data_single(elem, name, value, "add_float32")


def elem_data_single_float64(elem, name, value):
    return _elem_data_single(elem, name, value, "add_float64")


def elem_data_single_bytes(elem, name, value):
    return _elem_data_single(elem, name, value, "add_bytes")


def elem_data_single_string(elem, name, value):
    return _elem_data_single(elem, name, value, "add_string")


def elem_data_single_string_unicode(elem, name, value):
    return _elem_data_single(elem, name, value, "add_string_unicode")


def elem_data_single_bool_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_bool_array")


def elem_data_single_int32_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_int32_array")


def elem_data_single_int64_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_int64_array")


def elem_data_single_float32_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_float32_array")


def elem_data_single_float64_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_float64_array")


def elem_data_single_byte_array(elem, name, value):
    return _elem_data_single(elem, name, value, "add_byte_array")


def elem_data_vec_float64(elem, name, value):
    return _elem_data_vec(elem, name, value, "add_float64")

##### Generators for standard FBXProperties70 properties. #####

def elem_properties(elem):
    return elem_empty(elem, b"Properties70")


# Properties definitions, format: (b"type_1", b"label(???)", "name_set_value_1", "name_set_value_2", ...)
# XXX Looks like there can be various variations of formats here... Will have to be checked ultimately!
#     Also, those "custom" types like 'FieldOfView' or 'Lcl Translation' are pure nonsense,
#     these are just Vector3D ultimately... *sigh* (again).
FBX_PROPERTIES_DEFINITIONS = {
    # Generic types.
    "p_bool": (b"bool", b"", "add_int32"),  # Yes, int32 for a bool (and they do have a core bool type)!!!
    "p_integer": (b"int", b"Integer", "add_int32"),
    "p_ulonglong": (b"ULongLong", b"", "add_int64"),
    "p_double": (b"double", b"Number", "add_float64"),  # Non-animatable?
    "p_number": (b"Number", b"", "add_float64"),  # Animatable-only?
    "p_enum": (b"enum", b"", "add_int32"),
    "p_vector_3d": (b"Vector3D", b"Vector", "add_float64", "add_float64", "add_float64"),  # Non-animatable?
    "p_vector": (b"Vector", b"", "add_float64", "add_float64", "add_float64"),  # Animatable-only?
    "p_color_rgb": (b"ColorRGB", b"Color", "add_float64", "add_float64", "add_float64"),  # Non-animatable?
    "p_color": (b"Color", b"", "add_float64", "add_float64", "add_float64"),  # Animatable-only?
    "p_string": (b"KString", b"", "add_string_unicode"),
    "p_string_url": (b"KString", b"Url", "add_string_unicode"),
    "p_timestamp": (b"KTime", b"Time", "add_int64"),
    "p_datetime": (b"DateTime", b"", "add_string_unicode"),
    # Special types.
    "p_object": (b"object", b""),  # XXX Check this! No value for this prop??? Would really like to know how it works!
    "p_compound": (b"Compound", b""),
    # Specific types (sic).
    ## Objects (Models).
    "p_lcl_translation": (b"Lcl Translation", b"", "add_float64", "add_float64", "add_float64"),
    "p_lcl_rotation": (b"Lcl Rotation", b"", "add_float64", "add_float64", "add_float64"),
    "p_lcl_scaling": (b"Lcl Scaling", b"", "add_float64", "add_float64", "add_float64"),
    "p_visibility": (b"Visibility", b"", "add_float64"),
    "p_visibility_inheritance": (b"Visibility Inheritance", b"", "add_int32"),
    ## Cameras!!!
    "p_roll": (b"Roll", b"", "add_float64"),
    "p_opticalcenterx": (b"OpticalCenterX", b"", "add_float64"),
    "p_opticalcentery": (b"OpticalCenterY", b"", "add_float64"),
    "p_fov": (b"FieldOfView", b"", "add_float64"),
    "p_fov_x": (b"FieldOfViewX", b"", "add_float64"),
    "p_fov_y": (b"FieldOfViewY", b"", "add_float64"),
}


def _elem_props_set(elem, ptype, name, value, flags):
    p = elem_data_single_string(elem, b"P", name)
    for t in ptype[:2]:
        p.add_string(t)
    p.add_string(flags)
    if len(ptype) == 3:
        getattr(p, ptype[2])(value)
    elif len(ptype) > 3:
        # We assume value is iterable, else it's a bug!
        for callback, val in zip(ptype[2:], value):
            getattr(p, callback)(val)


def _elem_props_flags(animatable, custom):
    if animatable and custom:
        return b"AU"
    elif animatable:
        return b"A"
    elif custom:
        return b"U"
    return b""


def elem_props_set(elem, ptype, name, value=None, animatable=False, custom=False):
    ptype = FBX_PROPERTIES_DEFINITIONS[ptype]
    _elem_props_set(elem, ptype, name, value, _elem_props_flags(animatable, custom))


def elem_props_compound(elem, cmpd_name, custom=False):
    def _setter(ptype, name, value, animatable=False, custom=False):
        name = cmpd_name + b"|" + name
        elem_props_set(elem, ptype, name, value, animatable=animatable, custom=custom)

    elem_props_set(elem, "p_compound", cmpd_name, custom=custom)
    return _setter


def elem_props_template_init(templates, template_type):
    """
    Init a writing template of given type, for *one* element's properties.
    """
    ret = None
    if template_type in templates:
        tmpl = templates[template_type]
        written = tmpl.written[0]
        props = tmpl.properties
        ret = OrderedDict((name, [val, ptype, anim, written]) for name, (val, ptype, anim) in props.items())
    return ret or OrderedDict()


def elem_props_template_set(template, elem, ptype_name, name, value, animatable=False):
    """
    Only add a prop if the same value is not already defined in given template.
    Note it is important to not give iterators as value, here!
    """
    ptype = FBX_PROPERTIES_DEFINITIONS[ptype_name]
    if len(ptype) > 3:
        value = tuple(value)
    tmpl_val, tmpl_ptype, tmpl_animatable, tmpl_written = template.get(name, (None, None, False, False))
    # Note animatable flag from template takes precedence over given one, if applicable.
    if tmpl_ptype is not None:
        if (tmpl_written and
            ((len(ptype) == 3 and (tmpl_val, tmpl_ptype) == (value, ptype_name)) or
             (len(ptype) > 3 and (tuple(tmpl_val), tmpl_ptype) == (value, ptype_name)))):
            return  # Already in template and same value.
        _elem_props_set(elem, ptype, name, value, _elem_props_flags(tmpl_animatable, False))
        template[name][3] = True
    else:
        _elem_props_set(elem, ptype, name, value, _elem_props_flags(animatable, False))


def elem_props_template_finalize(template, elem):
    """
    Finalize one element's template/props.
    Issue is, some templates might be "needed" by different types (e.g. NodeAttribute is for lights, cameras, etc.),
    but values for only *one* subtype can be written as template. So we have to be sure we write those for ths other
    subtypes in each and every elements, if they are not overriden by that element.
    Yes, hairy, FBX that is to say. When they could easily support several subtypes per template... :(
    """
    for name, (value, ptype_name, animatable, written) in template.items():
        if written:
            continue
        ptype = FBX_PROPERTIES_DEFINITIONS[ptype_name]
        _elem_props_set(elem, ptype, name, value, _elem_props_flags(animatable, False))


##### Templates #####
# TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?

FBXTemplate = namedtuple("FBXTemplate", ("type_name", "prop_type_name", "properties", "nbr_users", "written"))


def fbx_templates_generate(root, fbx_templates):
    # We may have to gather different templates in the same node (e.g. NodeAttribute template gathers properties
    # for Lights, Cameras, LibNodes, etc.).
    ref_templates = {(tmpl.type_name, tmpl.prop_type_name): tmpl for tmpl in fbx_templates.values()}

    templates = OrderedDict()
    for type_name, prop_type_name, properties, nbr_users, _written in fbx_templates.values():
        if type_name not in templates:
            templates[type_name] = [OrderedDict(((prop_type_name, (properties, nbr_users)),)), nbr_users]
        else:
            templates[type_name][0][prop_type_name] = (properties, nbr_users)
            templates[type_name][1] += nbr_users

    for type_name, (subprops, nbr_users) in templates.items():
        template = elem_data_single_string(root, b"ObjectType", type_name)
        elem_data_single_int32(template, b"Count", nbr_users)

        if len(subprops) == 1:
            prop_type_name, (properties, _nbr_sub_type_users) = next(iter(subprops.items()))
            subprops = (prop_type_name, properties)
            ref_templates[(type_name, prop_type_name)].written[0] = True
        else:
            # Ack! Even though this could/should work, looks like it is not supported. So we have to chose one. :|
            max_users = max_props = -1
            written_prop_type_name = None
            for prop_type_name, (properties, nbr_sub_type_users) in subprops.items():
                if nbr_sub_type_users > max_users or (nbr_sub_type_users == max_users and len(properties) > max_props):
                    max_users = nbr_sub_type_users
                    max_props = len(properties)
                    written_prop_type_name = prop_type_name
            subprops = (written_prop_type_name, properties)
            ref_templates[(type_name, written_prop_type_name)].written[0] = True

        prop_type_name, properties = subprops
        if prop_type_name and properties:
            elem = elem_data_single_string(template, b"PropertyTemplate", prop_type_name)
            props = elem_properties(elem)
            for name, (value, ptype, animatable) in properties.items():
                elem_props_set(props, ptype, name, value, animatable=animatable)


##### FBX objects generators. #####

# FBX Model-like data (i.e. Blender objects, dupliobjects and bones) are wrapped in ObjectWrapper.
# This allows us to have a (nearly) same code FBX-wise for all those types.
# The wrapper tries to stay as small as possible, by mostly using callbacks (property(get...))
# to actual Blender data it contains.
# Note it caches its instances, so that you may call several times ObjectWrapper(your_object)
# with a minimal cost (just re-computing the key).

class MetaObjectWrapper(type):
    def __call__(cls, bdata, armature=None):
        if bdata is None:
            return None
        dup_mat = None
        if isinstance(bdata, Object):
            key = get_blenderID_key(bdata)
        elif isinstance(bdata, DupliObject):
            key = "|".join((get_blenderID_key((bdata.id_data, bdata.object)), cls._get_dup_num_id(bdata)))
            dup_mat = bdata.matrix.copy()
        else:  # isinstance(bdata, (Bone, PoseBone)):
            if isinstance(bdata, PoseBone):
                bdata = armature.data.bones[bdata.name]
            key = get_blenderID_key((armature, bdata))

        cache = getattr(cls, "_cache", None)
        if cache is None:
            cache = cls._cache = {}
        if key in cache:
            instance = cache[key]
            # Duplis hack: since duplis are not persistent in Blender (we have to re-create them to get updated
            # info like matrix...), we *always* need to reset that matrix when calling ObjectWrapper() (all
            # other data is supposed valid during whole cache live, so we can skip resetting it).
            instance._dupli_matrix = dup_mat
            return instance

        instance = cls.__new__(cls, bdata, armature)
        instance.__init__(bdata, armature)
        instance.key = key
        instance._dupli_matrix = dup_mat
        cache[key] = instance
        return instance


class ObjectWrapper(metaclass=MetaObjectWrapper):
    """
    This class provides a same common interface for all (FBX-wise) object-like elements:
    * Blender Object
    * Blender Bone and PoseBone
    * Blender DupliObject
    Note since a same Blender object might be 'mapped' to several FBX models (esp. with duplis),
    we need to use a key to identify each.
    """
    __slots__ = ('name', 'key', 'bdata', '_tag', '_ref', '_dupli_matrix')

    @classmethod
    def cache_clear(cls):
        if hasattr(cls, "_cache"):
            del cls._cache

    @staticmethod
    def _get_dup_num_id(bdata):
        return ".".join(str(i) for i in bdata.persistent_id if i != 2147483647)

    def __init__(self, bdata, armature=None):
        """
        bdata might be an Object, DupliObject, Bone or PoseBone.
        If Bone or PoseBone, armature Object must be provided.
        """
        if isinstance(bdata, Object):
            self._tag = 'OB'
            self.name = get_blenderID_name(bdata)
            self.bdata = bdata
            self._ref = None
        elif isinstance(bdata, DupliObject):
            self._tag = 'DP'
            self.name = "|".join((get_blenderID_name((bdata.id_data, bdata.object)),
                                  "Dupli", self._get_dup_num_id(bdata)))
            self.bdata = bdata.object
            self._ref = bdata.id_data
        else:  # isinstance(bdata, (Bone, PoseBone)):
            if isinstance(bdata, PoseBone):
                bdata = armature.data.bones[bdata.name]
            self._tag = 'BO'
            self.name = get_blenderID_name((armature, bdata))
            self.bdata = bdata
            self._ref = armature

    def __eq__(self, other):
        return isinstance(other, self.__class__) and self.key == other.key

    def __hash__(self):
        return hash(self.key)

    #### Common to all _tag values.
    def get_fbx_uuid(self):
        return get_fbx_uuid_from_key(self.key)
    fbx_uuid = property(get_fbx_uuid)

    def get_parent(self):
        if self._tag == 'OB':
            return ObjectWrapper(self.bdata.parent)
        elif self._tag == 'DP':
            return ObjectWrapper(self.bdata.parent or self._ref)
        else:  # self._tag == 'BO'
            return ObjectWrapper(self.bdata.parent, self._ref) or ObjectWrapper(self._ref)
    parent = property(get_parent)

    def get_matrix_local(self):
        if self._tag == 'OB':
            return self.bdata.matrix_local.copy()
        elif self._tag == 'DP':
            return self._ref.matrix_world.inverted() * self._dupli_matrix
        else:  # 'BO', current pose
            # PoseBone.matrix is in armature space, bring in back in real local one!
            par = self.bdata.parent
            par_mat_inv = self._ref.pose.bones[par.name].matrix.inverted() if par else Matrix()
            return par_mat_inv * self._ref.pose.bones[self.bdata.name].matrix
    matrix_local = property(get_matrix_local)

    def get_matrix_global(self):
        if self._tag == 'OB':
            return self.bdata.matrix_world.copy()
        elif self._tag == 'DP':
            return self._dupli_matrix
        else:  # 'BO', current pose
            return self._ref.matrix_world * self._ref.pose.bones[self.bdata.name].matrix
    matrix_global = property(get_matrix_global)

    def get_matrix_rest_local(self):
        if self._tag == 'BO':
            # Bone.matrix_local is in armature space, bring in back in real local one!
            par = self.bdata.parent
            par_mat_inv = par.matrix_local.inverted() if par else Matrix()
            return par_mat_inv * self.bdata.matrix_local
        else:
            return self.matrix_local
    matrix_rest_local = property(get_matrix_rest_local)

    def get_matrix_rest_global(self):
        if self._tag == 'BO':
            return self._ref.matrix_world * self.bdata.matrix_local
        else:
            return self.matrix_global
    matrix_rest_global = property(get_matrix_rest_global)

    #### Transform and helpers
    def has_valid_parent(self, objects):
        par = self.parent
        if par in objects:
            if self._tag == 'OB':
                par_type = self.bdata.parent_type
                if par_type in {'OBJECT', 'BONE'}:
                    return True
                else:
                    print("Sorry, “{}” parenting type is not supported".format(par_type))
                    return False
            return True
        return False

    def use_bake_space_transform(self, scene_data):
        # NOTE: Only applies to object types supporting this!!! Currently, only meshes...
        #       Also, do not apply it to children objects.
        # TODO: Check whether this can work for bones too...
        return (scene_data.settings.bake_space_transform and self._tag == 'OB' and
                self.bdata.type in BLENDER_OBJECT_TYPES_MESHLIKE and not self.has_valid_parent(scene_data.objects))

    def fbx_object_matrix(self, scene_data, rest=False, local_space=False, global_space=False):
        """
        Generate object transform matrix (*always* in matching *FBX* space!).
        If local_space is True, returned matrix is *always* in local space.
        Else if global_space is True, returned matrix is always in world space.
        If both local_space and global_space are False, returned matrix is in parent space if parent is valid,
        else in world space.
        Note local_space has precedence over global_space.
        If rest is True and object is a Bone, returns matching rest pose transform instead of current pose one.
        Applies specific rotation to bones, lamps and cameras (conversion Blender -> FBX).
        """
        # Objects which are not bones and do not have any parent are *always* in global space
        # (unless local_space is True!).
        is_global = (not local_space and
                     (global_space or not (self._tag in {'DP', 'BO'} or self.has_valid_parent(scene_data.objects))))

        if self._tag == 'BO':
            if rest:
                matrix = self.matrix_rest_global if is_global else self.matrix_rest_local
            else:  # Current pose.
                matrix = self.matrix_global if is_global else self.matrix_local
        else:
            # Since we have to apply corrections to some types of object, we always need local Blender space here...
            matrix = self.matrix_local
            parent = self.parent

            # Lamps and cameras need to be rotated (in local space!).
            if self.bdata.type == 'LAMP':
                matrix = matrix * MAT_CONVERT_LAMP
            elif self.bdata.type == 'CAMERA':
                matrix = matrix * MAT_CONVERT_CAMERA

            # Our matrix is in local space, time to bring it in its final desired space.
            if parent:
                if is_global:
                    # Move matrix to global Blender space.
                    matrix = parent.matrix_global * matrix
                elif parent.use_bake_space_transform(scene_data):
                    # Blender's and FBX's local space of parent may differ if we use bake_space_transform...
                    # Apply parent's *Blender* local space...
                    matrix = parent.matrix_local * matrix
                    # ...and move it back into parent's *FBX* local space.
                    par_mat = parent.fbx_object_matrix(scene_data, local_space=True)
                    matrix = par_mat.inverted() * matrix

        if self.use_bake_space_transform(scene_data):
            # If we bake the transforms we need to post-multiply inverse global transform.
            # This means that the global transform will not apply to children of this transform.
            matrix = matrix * scene_data.settings.global_matrix_inv
        if is_global:
            # In any case, pre-multiply the global matrix to get it in FBX global space!
            matrix = scene_data.settings.global_matrix * matrix

        return matrix

    def fbx_object_tx(self, scene_data, rest=False, rot_euler_compat=None):
        """
        Generate object transform data (always in local space when possible).
        """
        matrix = self.fbx_object_matrix(scene_data, rest=rest)
        loc, rot, scale = matrix.decompose()
        matrix_rot = rot.to_matrix()
        # quat -> euler, we always use 'XYZ' order, use ref rotation if given.
        if rot_euler_compat is not None:
            rot = rot.to_euler('XYZ', rot_euler_compat)
        else:
            rot = rot.to_euler('XYZ')
        return loc, rot, scale, matrix, matrix_rot

    #### _tag dependent...
    def get_is_object(self):
        return self._tag == 'OB'
    is_object = property(get_is_object)

    def get_is_dupli(self):
        return self._tag == 'DP'
    is_dupli = property(get_is_dupli)

    def get_is_bone(self):
        return self._tag == 'BO'
    is_bone = property(get_is_bone)

    def get_type(self):
        if self._tag in {'OB', 'DP'}:
            return self.bdata.type
        return ...
    type = property(get_type)

    def get_armature(self):
        if self._tag == 'BO':
            return ObjectWrapper(self._ref)
        return None
    armature = property(get_armature)

    def get_bones(self):
        if self._tag == 'OB' and self.bdata.type == 'ARMATURE':
            return (ObjectWrapper(bo, self.bdata) for bo in self.bdata.data.bones)
        return ()
    bones = property(get_bones)

    def get_material_slots(self):
        if self._tag in {'OB', 'DP'}:
            return self.bdata.material_slots
        return ()
    material_slots = property(get_material_slots)

    #### Duplis...
    def dupli_list_create(self, scene, settings='PREVIEW'):
        if self._tag == 'OB':
            # Sigh, why raise exception here? :/
            try:
                self.bdata.dupli_list_create(scene, settings)
            except:
                pass

    def dupli_list_clear(self):
        if self._tag == 'OB':
            self.bdata.dupli_list_clear()

    def get_dupli_list(self):
        if self._tag == 'OB':
            return (ObjectWrapper(dup) for dup in self.bdata.dupli_list)
        return ()
    dupli_list = property(get_dupli_list)


def fbx_name_class(name, cls):
    return FBX_NAME_CLASS_SEP.join((name, cls))


##### Top-level FBX data container. #####

# Helper sub-container gathering all exporter settings related to media (texture files).
FBXSettingsMedia = namedtuple("FBXSettingsMedia", (
    "path_mode", "base_src", "base_dst", "subdir",
    "embed_textures", "copy_set",
))

# Helper container gathering all exporter settings.
FBXSettings = namedtuple("FBXSettings", (
    "report", "to_axes", "global_matrix", "global_scale",
    "bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
    "context_objects", "object_types", "use_mesh_modifiers",
    "mesh_smooth_type", "use_mesh_edges", "use_tspace", "use_armature_deform_only",
    "bake_anim", "bake_anim_use_nla_strips", "bake_anim_use_all_actions", "bake_anim_step", "bake_anim_simplify_factor",
    "use_metadata", "media_settings", "use_custom_properties",
))

# Helper container gathering some data we need multiple times:
#     * templates.
#     * settings, scene.
#     * objects.
#     * object data.
#     * skinning data (binding armature/mesh).
#     * animations.
FBXData = namedtuple("FBXData", (
    "templates", "templates_users", "connections",
    "settings", "scene", "objects", "animations", "frame_start", "frame_end",
    "data_empties", "data_lamps", "data_cameras", "data_meshes", "mesh_mat_indices",
    "data_bones", "data_deformers",
    "data_world", "data_materials", "data_textures", "data_videos",
))